From 3590d49c7079fc2456b203a52edc3881236fbae5 Mon Sep 17 00:00:00 2001 From: Ricardo Buring Date: Wed, 10 Apr 2024 21:44:46 +0200 Subject: [PATCH] GridMap: Fix physics_material property Use computed bounce and friction, just like StaticBody3D already does. Also don't rebuild all internals just to set two floats on each body. --- modules/gridmap/grid_map.cpp | 19 ++++++++++++++++--- modules/gridmap/grid_map.h | 1 + 2 files changed, 17 insertions(+), 3 deletions(-) diff --git a/modules/gridmap/grid_map.cpp b/modules/gridmap/grid_map.cpp index fb449a67f856..25519c6e3c9d 100644 --- a/modules/gridmap/grid_map.cpp +++ b/modules/gridmap/grid_map.cpp @@ -195,7 +195,7 @@ real_t GridMap::get_collision_priority() const { void GridMap::set_physics_material(Ref p_material) { physics_material = p_material; - _recreate_octant_data(); + _update_physics_bodies_characteristics(); } Ref GridMap::get_physics_material() const { @@ -370,8 +370,8 @@ void GridMap::set_cell_item(const Vector3i &p_position, int p_item, int p_rot) { PhysicsServer3D::get_singleton()->body_set_collision_mask(g->static_body, collision_mask); PhysicsServer3D::get_singleton()->body_set_collision_priority(g->static_body, collision_priority); if (physics_material.is_valid()) { - PhysicsServer3D::get_singleton()->body_set_param(g->static_body, PhysicsServer3D::BODY_PARAM_FRICTION, physics_material->get_friction()); - PhysicsServer3D::get_singleton()->body_set_param(g->static_body, PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material->get_bounce()); + PhysicsServer3D::get_singleton()->body_set_param(g->static_body, PhysicsServer3D::BODY_PARAM_FRICTION, physics_material->computed_friction()); + PhysicsServer3D::get_singleton()->body_set_param(g->static_body, PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material->computed_bounce()); } SceneTree *st = SceneTree::get_singleton(); @@ -748,6 +748,19 @@ void GridMap::_update_physics_bodies_collision_properties() { } } +void GridMap::_update_physics_bodies_characteristics() { + real_t friction = 1.0; + real_t bounce = 0.0; + if (physics_material.is_valid()) { + friction = physics_material->computed_friction(); + bounce = physics_material->computed_bounce(); + } + for (const KeyValue &E : octant_map) { + PhysicsServer3D::get_singleton()->body_set_param(E.value->static_body, PhysicsServer3D::BODY_PARAM_FRICTION, friction); + PhysicsServer3D::get_singleton()->body_set_param(E.value->static_body, PhysicsServer3D::BODY_PARAM_BOUNCE, bounce); + } +} + void GridMap::_octant_enter_world(const OctantKey &p_key) { ERR_FAIL_COND(!octant_map.has(p_key)); Octant &g = *octant_map[p_key]; diff --git a/modules/gridmap/grid_map.h b/modules/gridmap/grid_map.h index 7398a540ded6..1f006f661a3b 100644 --- a/modules/gridmap/grid_map.h +++ b/modules/gridmap/grid_map.h @@ -187,6 +187,7 @@ class GridMap : public Node3D { } void _update_physics_bodies_collision_properties(); + void _update_physics_bodies_characteristics(); void _octant_enter_world(const OctantKey &p_key); void _octant_exit_world(const OctantKey &p_key); bool _octant_update(const OctantKey &p_key);